FloatingDisc
First Post
EDIT: Recruitment is now closed! Thanks to Dire Lemming, Warlock Lord and Braydz for throwing down the gauntlet and entering a world of pain, and also to everyone else who submitted such fantastic characters! You can see how our brave heroes are faring HERE!
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Hi, I'm looking to run a fun game set in a homebrewed world of my own devising using the 4E rules and character classes. I've never run a PbP game before, and 4E is (obviously) new to me, but I've DMed a fair bit IRL so it shouldn't be too hard. The game will (hopefully) be a good mix of roleplaying and action - I'd really like to come out with something worthy of a good Story Hour. I like to play in the sort of games that would make a good read for someone else.
I'd prefer any applicants to be able to post at least every couple of days. Won't be too fussy, I might even break my own rules from time to time. Another thing - my work commitments will likely be changing quite dramatically some time in the coming days/weeks, so posting may become somewhat erratic.
I would be happy for a potential player to have two or even three characters acting as party, use your imagination! If a concept strikes you after reading through the info below that would work better as a small party, hit me. At this stage, stats are not required, just post your concept.
Also, the setting is still largely under construction, and any input anyone wants to offer is very welcome! You don't need to read all the stuff below, but some of it might just give you some inspiration for your character.
Setting Information
[sblock]
The setting has a place for every race and class from the 4E PHB, including any newly released stuff from WotC (illusion, warforged and artificer are all I'm aware of so far, but let me know if there's something I've missed). All dieties from the book have a place as well.
The World Itself...
Arca Terra is a world that lies near the confluence of planes, a kind of weak point in the fabric of reality. On the largest continent (on which the campaign takes place) exist several nation-states, some of whom war with one-another, and others that try to coexist peacefully. The continent, known as Arcus, has deserts, forests, snowy peaks, desolate tundra and everything in between, and is home to all the playable races.
At the centre of the continent lies an enormous plateau, a hundred or so kilometres in diameter and rising some two or three kilometres above the surrounding desert. At the top of the plateau, a constant storm rages, and that is all most people know of the place.
At the centre of the plateau lies a crater some five kilometres across and a hundred metres deep. This is the site of a meteorite impact several centuries ago. The meteorite now lies in myriad pieces of all shapes and sizes across the plateau, and is possessed of many strange properties. In essence, anything crafted from the ore of the meteorite possesses magical qualities, sometimes major and, more often, minor, but never exactly the same. After the meteorite's impact (and after it's properties were discovered) a war ensued between the nations of Arcus, all seeking to control the precious substance. Almost all of the ore from the meteorite was mined from the plateau, and the plateau itself was left a desolate, eery place plagued by mysterious magical disturbances, not to mention extra-planar incursions.
Each nation managed to find a different use for the substance. The dwarves in the polar north forged it into adamantium. The Elves and Eladrin made it into mithril. Gnomish craftsmen crafted incredible flying machines from the stuff.
[/sblock]
Some History
[sblock]
Generations after the coming of the meteorite, a legion of devils found a way to the material plane through the disturbed and damaged plateau. They established an outpost there and went seeking slaves, and came across a human empire that was thriving amongst the foothills of the plateau and in the inner desert. These were the people of Bael Turath, and under the influence of the Abyssal Horde, eventually became the tieflings of today.
The Abyssal outpost stood for some 1000 years, until the fledgling dragonborn empire of Arkhosia, in a bid for conquest of their own, went to war with the devils. The Arkhosians eventually conquered the infernal outpost, and subsequently attempted to subjugate the tiefling decendants of the people of Bael Turath. The slaves took up the weapons of the fallen devils and fought off the Arkhosians, much weakened from their war with the infernal legion.
[/sblock]
Generations later, where our story begins...
[sblock]The tieflings have become a people without a nation, with a great many escaping their prison atop the plateau and questing through the desert to the borderlands, where they sought refuge among the human populations there. The site of the infernal outpost is now the site of a mighty citadel constructed by those tieflings who have taken it upon themselves to guard Arca Terra against further infernal incursions.
The descendants of the dragonborn nation of Arkhosia still reside in their mighty desert fortresses, and are largely hated across the land for the slave raids they conduct on the other peoples of the desert, as well as those on the borderlands.
[/sblock]
The Peoples of Arca Terra
[sblock]
Tieflings
Tieflings are a nationless people who do their best to make their way in a strange world. Many are beset by a kind of racial grief at their subservience to their former infernal legions, and have taken to the various religions of Arca Terra. Many serve as mercenaries and guards, but the most common image of a tiefling in the eyes of other races is that of the wandering paladin. They often become knight-errants of a sort, seeking to atone for their racial shame by their personal good deeds.
Dragonborn
The former dragonborn empire of Arkhosia was shattered after their war with Hell, and the remnants are now seen as little more than wild desert raiders. They ride out from their desert fortresses on bizarre, floating ships (powered by arcane means to become apparent during the story) to raid the human, kobold and goblinoid settlements of the borderlands. A dragonborn encountered outside the desert is most often regarded with outright hatred and fear, and those dragonborn who have forsaken their people often take great pains to try to disguise their heritage from others (no mean feat, obviously).
Dragonborn nobles often travel the dunes via a form of personal transport known as borra. These are magical artifacts based on the "Tenser's Floating Disk" spell. A borra rider stands upright on the disc and commands the craft via thought commands. The speed of the borra is limited only by the rider's ability to stay upright atop the fast-moving disc, and riders rarely manage to travel faster than a good riding horse. They are reserved purely for the nobility of the dragonborn clans. When inactive, the borra takes the form of a ring worn on the finger or toe, and is activated by a command word.
Gnomes
Gnomes came to Arca Terra as refugees several centuries ago. As such, they have no homeland to speak of, but are generally accepted everywhere. They are gifted inventors and engineers, and are responsible for devising the world-spanning zeppelin transport service. Almost every large city on the planet has a zeppelin tower now. Gnomish communities exist in most of these cities. There is a strong tradition of education among the gnomish clans, and they gnome parents see it as their duty to educate their own children. Most gnomes are very well-educated for this reason and often serve as scribes, court officials and in other public offices.
Elves & Eladrin
These two fey races still live largely in Faerie (think of it as identical to the Shadowfell - I just prefer the name), they only occassionally venture into the prime material world. They are really two varieties of the same creature: An eladrin is essentially a Fairy Prince, or Lord, and an elf is the kind of lesser fairy. Despite their homes being in Fairie, both fairy lords and lesser fairies are known to have adopted Arca Terra as their home, fascinated as they are by the inhabitants. Eladrin are generally forthright, practical (in their own queer, fey fashion) and extremely literal in their interpretation of things. Elves are more likely to have a sense of humour, even if it is bizarre and even cruel at times. They love the wild places in the world. Eladrin commonly come to Arca Terra as knights (think fighters with the wizard multiclass feat(s)), while elves are most suited to being rangers and rogues, as suits their nature.
Dwarves
Dwarves are the grim, gruff, gold-hungry miners of old. I still love the traditional dwarf, so I am happy for them to be played in a traditional way. Dwarves are uncommon among the people of the planes, preferring to stay in their snowy mountain strongholds, but occassionally come down to the plains seeking adventure, excitement, treasure or all three.
Humans
Human kingdoms are scattered all across Arcus, some exist on the fringes of the desert, other in the steamy jungles of Lacerda, still other roam the borderlands and foothills as crude barbarians. Just about any concept for a human character will have a home somewhere in the world.
Half-Elves
A half-elf is essentially a kind of lesser fairy who has spent so long on the prime material plane that they have begun to lose their ties to Fairie. They are otherwise as described as in the PHB. They tend to adopt some of the traditions and characteristics of the culture they have adopted, and are sometimes all but indistinguishable from the natives of that society.
Kobolds
Nomadic kobold tribes roam the deserts, travelling in extended family groups from oasis to oasis mostly as hunter-gatherers. Occassionally, kobold merchants turn up in the cities trading for weapons and equipment. A particularly prized piece of kobold equipment is a shield (or occassionally a breastplate for small creatures) made from the carved scale of a bullette. Male hunter-gatherer kobolds are often barbarians and rangers, and a tribal leader might be a warlord. The leader is often advised by a cleric. Kobolds are accepted in most other cultures as they are generally noble and courteous creatures. In some cultures they are derided for their cowardliness, but generally they receive at least a modicum of respect.
Halflings
I am happy for halflings to be played as they are described in the PHB. I haven't got a specific place in mind for them in the setting, and am completely open to any suggestions a potential player might have. I really love halflings (both the old and new versions of them) and although I haven't written them up, I have no problem with anyone wanting to play one.
Warforged
Warforged in this setting are known as Tirano. Rather than being constructs made of wood, stone and metal, Tirano (used for both singular and plural) are humanoid statues sculpted from the clay earth dug up from near the sight of the crater. Something about the earth has gifted them with anima, or the essence of life. They are equisitely sculpted humanoids with the colour and texture of terracotta. The hollows of their eyes and mouth are lit from within with a softly flickering yellow flame. Many Tirano adventurers take pains to conceal their nature from strangers, covering their bodies from head to toe in swathes of fabric, gloves, boots and broad-brimmed hats. There is something calm and patient about the Tirano, and many find themselves drawn to the lifestyle of a monk or cleric. Although not necessarilly fearsome in appearence, most people view them with suspicion, or at least curiosity.
Other races you might want to consider
If you have a strong concept for another race, particularly one listed in the back of the MM, hit me with it. I can certainly see goblinoids working well as a kind of barbaric outland wanderer, perhaps they have settlements in the hinterlands to the north below the mountaintop homes of the dwarves?
If any of the above descriptions don't fit what you have in mind, it is as simple as saying that your character comes from another land across the sea. While Arcus is the main continent on Arca Terra, it is by no means the only inhabited one.
[/sblock]
That's it for now, I'll have a think about what else to include.
Post any and all ideas you have, I value the input of anyone who takes the time to share their insights, and even if you have no interest in playing, I'd appreciate any thoughts you have on this fledgling setting as it stands so far!
_____________________________________________________________
Hi, I'm looking to run a fun game set in a homebrewed world of my own devising using the 4E rules and character classes. I've never run a PbP game before, and 4E is (obviously) new to me, but I've DMed a fair bit IRL so it shouldn't be too hard. The game will (hopefully) be a good mix of roleplaying and action - I'd really like to come out with something worthy of a good Story Hour. I like to play in the sort of games that would make a good read for someone else.
I'd prefer any applicants to be able to post at least every couple of days. Won't be too fussy, I might even break my own rules from time to time. Another thing - my work commitments will likely be changing quite dramatically some time in the coming days/weeks, so posting may become somewhat erratic.
I would be happy for a potential player to have two or even three characters acting as party, use your imagination! If a concept strikes you after reading through the info below that would work better as a small party, hit me. At this stage, stats are not required, just post your concept.
Also, the setting is still largely under construction, and any input anyone wants to offer is very welcome! You don't need to read all the stuff below, but some of it might just give you some inspiration for your character.
Setting Information
[sblock]
The setting has a place for every race and class from the 4E PHB, including any newly released stuff from WotC (illusion, warforged and artificer are all I'm aware of so far, but let me know if there's something I've missed). All dieties from the book have a place as well.
The World Itself...
Arca Terra is a world that lies near the confluence of planes, a kind of weak point in the fabric of reality. On the largest continent (on which the campaign takes place) exist several nation-states, some of whom war with one-another, and others that try to coexist peacefully. The continent, known as Arcus, has deserts, forests, snowy peaks, desolate tundra and everything in between, and is home to all the playable races.
At the centre of the continent lies an enormous plateau, a hundred or so kilometres in diameter and rising some two or three kilometres above the surrounding desert. At the top of the plateau, a constant storm rages, and that is all most people know of the place.
At the centre of the plateau lies a crater some five kilometres across and a hundred metres deep. This is the site of a meteorite impact several centuries ago. The meteorite now lies in myriad pieces of all shapes and sizes across the plateau, and is possessed of many strange properties. In essence, anything crafted from the ore of the meteorite possesses magical qualities, sometimes major and, more often, minor, but never exactly the same. After the meteorite's impact (and after it's properties were discovered) a war ensued between the nations of Arcus, all seeking to control the precious substance. Almost all of the ore from the meteorite was mined from the plateau, and the plateau itself was left a desolate, eery place plagued by mysterious magical disturbances, not to mention extra-planar incursions.
Each nation managed to find a different use for the substance. The dwarves in the polar north forged it into adamantium. The Elves and Eladrin made it into mithril. Gnomish craftsmen crafted incredible flying machines from the stuff.
[/sblock]
Some History
[sblock]
Generations after the coming of the meteorite, a legion of devils found a way to the material plane through the disturbed and damaged plateau. They established an outpost there and went seeking slaves, and came across a human empire that was thriving amongst the foothills of the plateau and in the inner desert. These were the people of Bael Turath, and under the influence of the Abyssal Horde, eventually became the tieflings of today.
The Abyssal outpost stood for some 1000 years, until the fledgling dragonborn empire of Arkhosia, in a bid for conquest of their own, went to war with the devils. The Arkhosians eventually conquered the infernal outpost, and subsequently attempted to subjugate the tiefling decendants of the people of Bael Turath. The slaves took up the weapons of the fallen devils and fought off the Arkhosians, much weakened from their war with the infernal legion.
[/sblock]
Generations later, where our story begins...
[sblock]The tieflings have become a people without a nation, with a great many escaping their prison atop the plateau and questing through the desert to the borderlands, where they sought refuge among the human populations there. The site of the infernal outpost is now the site of a mighty citadel constructed by those tieflings who have taken it upon themselves to guard Arca Terra against further infernal incursions.
The descendants of the dragonborn nation of Arkhosia still reside in their mighty desert fortresses, and are largely hated across the land for the slave raids they conduct on the other peoples of the desert, as well as those on the borderlands.
[/sblock]
The Peoples of Arca Terra
[sblock]
Tieflings
Tieflings are a nationless people who do their best to make their way in a strange world. Many are beset by a kind of racial grief at their subservience to their former infernal legions, and have taken to the various religions of Arca Terra. Many serve as mercenaries and guards, but the most common image of a tiefling in the eyes of other races is that of the wandering paladin. They often become knight-errants of a sort, seeking to atone for their racial shame by their personal good deeds.
Dragonborn
The former dragonborn empire of Arkhosia was shattered after their war with Hell, and the remnants are now seen as little more than wild desert raiders. They ride out from their desert fortresses on bizarre, floating ships (powered by arcane means to become apparent during the story) to raid the human, kobold and goblinoid settlements of the borderlands. A dragonborn encountered outside the desert is most often regarded with outright hatred and fear, and those dragonborn who have forsaken their people often take great pains to try to disguise their heritage from others (no mean feat, obviously).
Dragonborn nobles often travel the dunes via a form of personal transport known as borra. These are magical artifacts based on the "Tenser's Floating Disk" spell. A borra rider stands upright on the disc and commands the craft via thought commands. The speed of the borra is limited only by the rider's ability to stay upright atop the fast-moving disc, and riders rarely manage to travel faster than a good riding horse. They are reserved purely for the nobility of the dragonborn clans. When inactive, the borra takes the form of a ring worn on the finger or toe, and is activated by a command word.
Gnomes
Gnomes came to Arca Terra as refugees several centuries ago. As such, they have no homeland to speak of, but are generally accepted everywhere. They are gifted inventors and engineers, and are responsible for devising the world-spanning zeppelin transport service. Almost every large city on the planet has a zeppelin tower now. Gnomish communities exist in most of these cities. There is a strong tradition of education among the gnomish clans, and they gnome parents see it as their duty to educate their own children. Most gnomes are very well-educated for this reason and often serve as scribes, court officials and in other public offices.
Elves & Eladrin
These two fey races still live largely in Faerie (think of it as identical to the Shadowfell - I just prefer the name), they only occassionally venture into the prime material world. They are really two varieties of the same creature: An eladrin is essentially a Fairy Prince, or Lord, and an elf is the kind of lesser fairy. Despite their homes being in Fairie, both fairy lords and lesser fairies are known to have adopted Arca Terra as their home, fascinated as they are by the inhabitants. Eladrin are generally forthright, practical (in their own queer, fey fashion) and extremely literal in their interpretation of things. Elves are more likely to have a sense of humour, even if it is bizarre and even cruel at times. They love the wild places in the world. Eladrin commonly come to Arca Terra as knights (think fighters with the wizard multiclass feat(s)), while elves are most suited to being rangers and rogues, as suits their nature.
Dwarves
Dwarves are the grim, gruff, gold-hungry miners of old. I still love the traditional dwarf, so I am happy for them to be played in a traditional way. Dwarves are uncommon among the people of the planes, preferring to stay in their snowy mountain strongholds, but occassionally come down to the plains seeking adventure, excitement, treasure or all three.
Humans
Human kingdoms are scattered all across Arcus, some exist on the fringes of the desert, other in the steamy jungles of Lacerda, still other roam the borderlands and foothills as crude barbarians. Just about any concept for a human character will have a home somewhere in the world.
Half-Elves
A half-elf is essentially a kind of lesser fairy who has spent so long on the prime material plane that they have begun to lose their ties to Fairie. They are otherwise as described as in the PHB. They tend to adopt some of the traditions and characteristics of the culture they have adopted, and are sometimes all but indistinguishable from the natives of that society.
Kobolds
Nomadic kobold tribes roam the deserts, travelling in extended family groups from oasis to oasis mostly as hunter-gatherers. Occassionally, kobold merchants turn up in the cities trading for weapons and equipment. A particularly prized piece of kobold equipment is a shield (or occassionally a breastplate for small creatures) made from the carved scale of a bullette. Male hunter-gatherer kobolds are often barbarians and rangers, and a tribal leader might be a warlord. The leader is often advised by a cleric. Kobolds are accepted in most other cultures as they are generally noble and courteous creatures. In some cultures they are derided for their cowardliness, but generally they receive at least a modicum of respect.
Halflings
I am happy for halflings to be played as they are described in the PHB. I haven't got a specific place in mind for them in the setting, and am completely open to any suggestions a potential player might have. I really love halflings (both the old and new versions of them) and although I haven't written them up, I have no problem with anyone wanting to play one.
Warforged
Warforged in this setting are known as Tirano. Rather than being constructs made of wood, stone and metal, Tirano (used for both singular and plural) are humanoid statues sculpted from the clay earth dug up from near the sight of the crater. Something about the earth has gifted them with anima, or the essence of life. They are equisitely sculpted humanoids with the colour and texture of terracotta. The hollows of their eyes and mouth are lit from within with a softly flickering yellow flame. Many Tirano adventurers take pains to conceal their nature from strangers, covering their bodies from head to toe in swathes of fabric, gloves, boots and broad-brimmed hats. There is something calm and patient about the Tirano, and many find themselves drawn to the lifestyle of a monk or cleric. Although not necessarilly fearsome in appearence, most people view them with suspicion, or at least curiosity.
Other races you might want to consider
If you have a strong concept for another race, particularly one listed in the back of the MM, hit me with it. I can certainly see goblinoids working well as a kind of barbaric outland wanderer, perhaps they have settlements in the hinterlands to the north below the mountaintop homes of the dwarves?
If any of the above descriptions don't fit what you have in mind, it is as simple as saying that your character comes from another land across the sea. While Arcus is the main continent on Arca Terra, it is by no means the only inhabited one.
[/sblock]
That's it for now, I'll have a think about what else to include.
Post any and all ideas you have, I value the input of anyone who takes the time to share their insights, and even if you have no interest in playing, I'd appreciate any thoughts you have on this fledgling setting as it stands so far!
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